using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Trippy.CollidableGameComponents.Agents;
using Trippy.Levels;

namespace Trippy.CollidableGameComponents.Objects
{
    /// <summary>
    /// The base unit for 
    /// </summary>
    public class FallingBlock : Block
    {
        public FallingBlock(Level level)
            : base(level)
        {
        }

        protected override void CollisionHandler(CollidableGameComponent component, CollisionSide side)
        {
            if (side == CollisionSide.Top && component is Hero)
            {
                Acceleration = TrippyConstants.World.Gravity;
            }
            base.CollisionHandler(component, side);
        }


    }
}
